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 1830

Vehicle ram Protection

by XBLxPhantom - 04-09-2019 - 02:34 AM
#1
This is Kind of like SRB's version Except we're grabbing ALL nearby vehicles & checking if they're touching your current vehicle then DELETING the car rather than playing an explosion.

Code:
void VehicleRAM_Protection() {
    const int NumElements = 10;
    const int Array = NumElements * 2 + 2;
    Vehicle bocp[Array];
    bocp[0] = NumElements;
    int count = PED::GET_PED_NEARBY_VEHICLES(PLAYER::PLAYER_PED_ID(), bocp);
    Vehicle mycar = PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(), 0);
    if (bocp != NULL) {
        for (int i = 1; i <= count; i++) {
            int arse = i;
            if (bocp[arse] != NULL && ENTITY::DOES_ENTITY_EXIST(bocp[arse])) {
                if (ENTITY::IS_ENTITY_TOUCHING_ENTITY(bocp[arse], mycar)) {
if (bocp[arse] != mycar) {
                    ENTITY::SET_ENTITY_AS_MISSION_ENTITY(bocp[arse], 1, 1);
                    ENTITY::DELETE_ENTITY(&bocp[arse]);
}
                }
            }
        }
    }
}

if (Veh_RamProtect) {
VehicleRAM_Protection();
}
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#2
esse protege contra crash de svt?
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#3
i look this useless but thx bro
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#4
(04-16-2019 - 02:02 AM)BModzMasterTM Wrote: i look this useless but thx bro

useless but it's still a cheat. + ik of 2 paid menus that have this.
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#5
pass auf kollege

mauölmauölmauölmauöl
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#6
this is no a good protection
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#7
(09-23-2019 - 07:35 PM)SuicideSquad Wrote: this is no a good protection
You're A "No Good" Protection... Lol
2021 Best Be Better Then 2020
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#8
(04-09-2019 - 02:34 AM)XBLxPhantom Wrote: This is Kind of like SRB's version Except we're grabbing ALL nearby vehicles & checking if they're touching your current vehicle then DELETING the car rather than playing an explosion.

Code:
void VehicleRAM_Protection() {
const int NumElements = 10;
const int Array = NumElements * 2 + 2;
Vehicle bocp[Array];
bocp[0] = NumElements;
int count = PED::GET_PED_NEARBY_VEHICLES(PLAYER::PLAYER_PED_ID(), bocp);
Vehicle mycar = PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(), 0);
if (bocp != NULL) {
for (int i = 1; i <= count; i++) {
int arse = i;
if (bocp[arse] != NULL && ENTITY::DOES_ENTITY_EXIST(bocp[arse])) {
if (ENTITY::IS_ENTITY_TOUCHING_ENTITY(bocp[arse], mycar)) {
if (bocp[arse] != mycar) {
ENTITY::SET_ENTITY_AS_MISSION_ENTITY(bocp[arse], 1, 1);
ENTITY::DELETE_ENTITY(&bocp[arse]);
}
}
}
}
}
}

if (Veh_RamProtect) {
VehicleRAM_Protection();
}

NICE BRO
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